












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 30 / 56% |
Size | medium |
Lifes / Deaths | Killed by Sling Skirmisher's Temporal Clone at level 30 on the 12nd Pyre 123rd year of Ascendancy at 05:21 / 1 |
Primary Stats
Strength | 27 (base 12) |
Dexterity | 74 (base 60) |
Constitution | 20 (base 10) |
Magic | 27 (base 16) |
Willpower | 19 (base 11) |
Cunning | 63 (base 53) |
Resources
Life | -315/804 |
Stamina | 126/236 |
Healing Factor | 1.2170588855781 |
Regeneration | 29.586172796782 |
Speed
Mental | -3.3306690738755E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 107 |
Accuracy | 60 |
Crit Chance | 29% |
APR | 10 |
Speed | 0.85 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Fire | +13% |
Physical | +24% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 23 (48.594633868923%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 35 |
Mental Save | 24 |
Defense: Resistances
Acid | + 57%( 70%) |
Physical | + 38%( 70%) |
Cold | + 64%( 70%) |
All | + 28%( 70%) |
Darkness | + 34%( 70%) |
Light | + 32%( 70%) |
Temporal | + 32%( 70%) |
Fire | + 59%( 70%) |
Lightning | + 45%( 70%) |
Defense: Immunities
Disarm Resistance | 38% |
Bleed Resistance | 0% |
Confusion Resistance | 22% |
Stun Resistance | 86% |
Silence Resistance | 29% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Poroma the venom drake hatchling. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +29% Confus Resist +22% Stun Resist +26% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 152% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 18 On-ranged-hit +10 physical +13 cold On-Hit, radius 1 +8 mind +12 fire On-crit, radius 2 +16 mind On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage On Critical: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Wil offense ------ When Hit 11 fire defense ------ Resistance +6% fire Unlife -80.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max vim +40.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +4 Mag defense ------ Armor +3 Fatigue +3% Resistance +15% cold other ------- See Invisibility +12 Breathe water A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Wil +3 Con offense ------ When Hit 6 acid defense ------ Armor +2 Resistance +6% temporal Spell save +12 (+6 eff.) Unlife -80.00 life Life +100.00 Life Regen +4.00 Disarm Resist +38% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 21 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +53.00 Life Regen +10.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +18% acid +13% fire +18% lightning +15% cold Stun Resist +30% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +6 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +6% light Life Regen +2.00 other ------- Stamina/turn +0.50 Light +2 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Ego+] Nature When used to Attack: Weapon Damage 152% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +134 While equipped: defense ------ Armor +8 Fatigue +8% Resistance +8% acid +8% fire +6% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Damage +6% acid Ignore resists +10% acid Accuracy +21 (+5 eff.) On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Defense +3 (+1 eff.) Fatigue -7% Resistance +9% darkness Life +129.00 other ------- Max stamina +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +15% acid +9% physical +13% fire +15% cold defense ------ Resistance +14% acid +14% physical +16% fire +13% cold +13% all Spell save +23 (+9 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +15% mind Confus Resist +20% other ------- Masteries +0.18 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +10% mind +25% cold defense ------ Resistance +14% lightning +21% cold Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Mag +3 Con offense ------ Critical power +20.00% Damage +9% mind defense ------ Resistance +12% mind other ------- Max hate +4.00 Infravision +2 Masteries +0.27 Cunning/Poisons +0.27 Technique/Skirmisher - Slings Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +3% darkness +3% physical Physical save +6 (+5 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Mind Crit +1% Physical Power +20 (+7 eff.) Damage +11% acid +3% physical Accuracy +10 (+2 eff.) defense ------ Resistance +22% acid other ------- Psi when Hit +0.04 Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) other ------- Light +4 Infravision +4 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Life +41.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.14 cold and 12.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +12% arcane Accuracy +8 (+2 eff.) defense ------ Resistance +15% fire Physical save +15 (+9 eff.) Poison Resist +20% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +6 (+5 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Rare] Arcane Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage While equipped: offense ------ Damage +15% arcane +21% acid Ignore resists +20% acid +20% fire defense ------ Resistance +30% acid +9% fire Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 166% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature +12 fire While equipped: Stats +5 Dex +7 Wil +6 Con offense ------ Critical power +15.00% defense ------ Life +38.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Con +6 Wil offense ------ Physical Power +6 (+3 eff.) Ignore resists +7% physical defense ------ Life +23.00 Disarm Resist +13% Sharp, short and deadly. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +9 fire While equipped: Stats +5 Str offense ------ Physical Power +8 (+3 eff.) Damage +26% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +4 Str +4 Dex +4 Mag +10 Wil +3 Cun +10 Con defense ------ Life +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 8 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego++] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Damage +8% physical Ignore resists +9% all Accuracy +9 (+2 eff.) Ignore Armor +6 other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 134% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +20.5% Capacity 15 On Critical: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 141% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 52 On-ranged-hit +20 darkness On-crit, radius 2 +8 acid On Hit: * 10% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 24% While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +11% fire defense ------ Resistance +7% all +16% fire Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +2 Con offense ------ Damage +7% nature defense ------ Resistance +5% blight +7% all Life +44.00 Life Regen +2.00 Healmod +11% Poison Resist +23% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +8 Mag +6 Wil offense ------ Damage +7% lightning +8% physical +13% cold Accuracy +10 (+2 eff.) defense ------ Resistance +7% lightning +7% cold +6% light +9% all Spell save +12 (+6 eff.) Life +20.00 Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Spell Crit +3% Mind Crit +4% Spellpower +2 (+1 eff.) Mindpower +3 (+1 eff.) Damage +11% acid +5% physical +7% fire +6% mind +5% cold defense ------ Resistance +11% acid +11% physical +12% cold +12% fire +9% all Spell save +15 (+7 eff.) Mind save +19 (+9 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +9% acid +5% physical +9% fire +10% cold defense ------ Resistance +11% acid +11% physical +12% fire +14% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +4 Wil +2 Con offense ------ Damage +27% lightning +15% physical +5% cold +10% mind +10% nature Ignore resists +20% darkness defense ------ Resistance +13% lightning +3% darkness +9% cold +10% mind +13% all Poison Resist +29% Disease Resist +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Rare] Nature While equipped: Stats +7 Con +5 Wil offense ------ Damage +21% mind defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +15% temporal Mind save +15 (+7 eff.) Life +70.00 Life Regen +15.00 Healmod +19% other ------- Hate-on-crit +3.00 A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Master While equipped: Stats +5 Dex +3 Mag +5 Cun offense ------ Mindpower +30 (+13 eff.) Ignore resists +25% light defense ------ Armor +16 Fatigue +22% Resistance +28% acid other ------- Hate-on-crit +3.00 Max psi +20.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Mag +1 Con offense ------ Mindpower +5 (+2 eff.) Damage +6% mind Ignore resists +5% mind defense ------ Crit Resistance 5.00% Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) Against +16% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Ignore resists +5% blight defense ------ Defense +5 (+1 eff.) Resistance +5% arcane Mind save +5 (+2 eff.) Unlife -60.00 life Cut Resist +10% Stun Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +18% fire +9% arcane +11% physical Ignore resists +20% lightning +8% physical When Hit 6 fire defense ------ Resistance +9% lightning +3% fire +5% arcane A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag offense ------ Physical Crit +6.0% Critical power +10.00% Physical Power +4 (+2 eff.) other ------- Mana/turn +0.33 Max mana +42.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Con defense ------ Defense +1 (+0 eff.) Physical save +3 (+3 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +4 Mag +3 Wil +1 Cun offense ------ Ignore resists +20% mind defense ------ Defense +2 (+1 eff.) Resistance +7% acid +6% darkness +7% fire +7% cold +7% lightning Spell save +5 (+3 eff.) Cut Resist +10% other ------- Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +3 Cun offense ------ Damage +6% acid defense ------ Defense +2 (+1 eff.) Resistance +15% temporal Unlife -20.00 life Disarm Resist +20% other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Critical power +5.00% defense ------ Armor +1 Resistance +5% arcane Physical save +3 (+3 eff.) Life Regen +2.00 Healmod +20% Stun Resist +10% Knockbk Resist +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Damage +12% cold Ignore resists +9% physical Accuracy +15 (+3 eff.) defense ------ Armor +9 Resistance +6% cold other ------- Light +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Con offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +2% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 cold Damage +12% lightning +6% cold +12% physical When Hit 4 lightning defense ------ Armor +6 Resistance +18% darkness +6% cold other ------- Stamina/turn +2.00 Unarmed combat: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +10 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 arcane On-crit, radius 2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +6% Mind Crit +8% Critical power +7.00% defense ------ Armor +3 Unarmed combat: Weapon Damage 141% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +10 (+4 eff.) On-Hit 5 mind Damage +5% mind Accuracy +7 (+1 eff.) When Hit 4 arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane +7% mind +6% nature Physical save +7 (+5 eff.) Mind save +5 (+2 eff.) Disarm Resist +34% Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +6 mind On Hit: 10% Perfect Control level 3 On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +15 defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +20 Critical Rate +10.0% Attack Speed 83% On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +12% darkness defense ------ Defense +2 (+1 eff.) Resistance +18% darkness Spell save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) Damage +7% mind +6% cold defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +13% mind +9% blight Physical save +6 (+5 eff.) Mind save +6 (+3 eff.) Life +60.00 Stun Resist +20% other ------- Max psi +15.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str offense ------ Accuracy +15 (+3 eff.) defense ------ Armor +7 Fatigue +5% Resistance +5% lightning +5% temporal Unlife -40.00 life other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: defense ------ Armor +4 Fatigue +4% Resistance +18% lightning +3% fire +23% mind +6% nature Spell save +6 (+3 eff.) Mind save +11 (+5 eff.) Confus Resist +27% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Ego++] Arcane/Nature While equipped: Stats +2 Con offense ------ Damage +5% darkness defense ------ Resistance +6% light +6% blight Affinity +5% darkness Life Regen +1.00 other ------- Light +3 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 84.46 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% cold Ignore resists +10% physical +15% mind +10% cold When Hit 8 mind defense ------ Resistance +9% cold +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 400.02 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% nature Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Resistance +9% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Con offense ------ Physical Crit +5.0% Ignore resists +20% acid On-Hit (Melee): * 20% chance to reduce armor by 24% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +20 (+5 eff.) Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Mag +1 Wil offense ------ Critical power +10.00% Ignore resists +10% arcane defense ------ Resistance +5% arcane Spell save +6 (+3 eff.) other ------- Mana-on-crit +1.00 Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +4 Mag +4 Con defense ------ Resistance +3% temporal Crit Resistance 15.00% Reveal the area around you, dispelling darkness (radius 9, power 49 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Critical power +20.00% When Hit 2 mind defense ------ Armor +2 Resistance +3% blight +6% acid +3% darkness +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 56 lightning damage and will be dazed for 1 turn (284 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Sling Skirmisher the Shalore Skirmisher level 14
31st Dusk 122nd year of Ascendancy at 19:54 see stats
By Sling Skirmisher the Shalore Skirmisher level 25
57th Regrowth 123rd year of Ascendancy at 20:42 see stats
By Sling Skirmisher the Shalore Skirmisher level 21
73rd Haze 122nd year of Ascendancy at 01:14 see stats
By Sling Skirmisher the Shalore Skirmisher level 29
73rd Regrowth 123rd year of Ascendancy at 23:10 see stats
By Sling Skirmisher the Shalore Skirmisher level 10
4th Dusk 122nd year of Ascendancy at 06:19 see stats
By Sling Skirmisher the Shalore Skirmisher level 20
18th Haze 122nd year of Ascendancy at 08:43 see stats
By Sling Skirmisher the Shalore Skirmisher level 30
1st Pyre 123rd year of Ascendancy at 05:08 see stats
By Sling Skirmisher the Shalore Skirmisher level 24
1st Regrowth 123rd year of Ascendancy at 04:53 see stats
By Sling Skirmisher the Shalore Skirmisher level 30
1st Pyre 123rd year of Ascendancy at 21:09 see stats
By Sling Skirmisher the Shalore Skirmisher level 24
32nd Regrowth 123rd year of Ascendancy at 18:48 see stats
By Sling Skirmisher the Shalore Skirmisher level 19
14th Haze 122nd year of Ascendancy at 08:32 see stats
By Sling Skirmisher the Shalore Skirmisher level 9
9th Mirth 122nd year of Ascendancy at 04:22 see stats
By Sling Skirmisher the Shalore Skirmisher level 24
34th Regrowth 123rd year of Ascendancy at 18:50 see stats
By Sling Skirmisher the Shalore Skirmisher level 10
10th Dusk 122nd year of Ascendancy at 17:48 see stats
By Sling Skirmisher the Shalore Skirmisher level 24
18th Regrowth 123rd year of Ascendancy at 14:48 see stats
By Sling Skirmisher the Shalore Skirmisher level 24
33rd Regrowth 123rd year of Ascendancy at 23:19 see stats
By Sling Skirmisher the Shalore Skirmisher level 29
73rd Regrowth 123rd year of Ascendancy at 22:16 see stats
By Sling Skirmisher the Shalore Skirmisher level 16
62nd Dusk 122nd year of Ascendancy at 10:37 see stats
Log
Sling Skirmisher is haunted by the void!
Sling Skirmisher has survived the entropic gift.
Sling Skirmisher's Temporal Clone uses Venomous Strike.
Sling Skirmisher deflects the projectile from Sling Skirmisher's Temporal Clone to the northwest!
Dark Whispers from Eletira the corrupted mastocytic feeder hits Sling Skirmisher for (27 flat reduction), 7 darkness (7 total damage).
Bleeding from Sling Skirmisher's Temporal Clone hits Sling Skirmisher for (21 flat reduction), 0 physical (0 total damage).
Deep Wound from Sling Skirmisher's Temporal Clone hits Sling Skirmisher for (19 flat reduction), 0 physical (0 total damage).
Sling Skirmisher deflects the projectile from Something to the south!
Sling Skirmisher's Temporal Clone uses Noggin Knocker.
Sling Skirmisher deflects the projectile from Sling Skirmisher's Temporal Clone to the southeast!
Sling Skirmisher deflects the projectile from Sling Skirmisher's Temporal Clone to the north!
Sling Skirmisher's Temporal Clone's Noggin Knocker performs a ranged critical strike against Sling Skirmisher!
Sling Skirmisher resists the stunning shot!
Sling Skirmisher's Temporal Clone's mind surges with critical power!
Sling Skirmisher is knocked back!
Sling Skirmisher redirects the effect 'Deep Wound'!
Sling Skirmisher's Temporal Clone's Noggin Knocker hits Sling Skirmisher for (27 flat reduction), 16 physical, (5 flat reduction), 0 cold, (6 flat reduction), 0 physical, (4 flat reduction), 0 mind, (5 flat reduction), 0 fire, (8 flat reduction), 0 mind, (27 flat reduction), 38 physical (55 total damage).
Sling Skirmisher regains their strength.
Talent Block is ready to use.
Dark Whispers from Eletira the corrupted mastocytic feeder hits Sling Skirmisher for (27 flat reduction), 33 darkness (33 total damage).
Bleeding from Sling Skirmisher's Temporal Clone hits Sling Skirmisher for (21 flat reduction), 0 physical (0 total damage).
Deep Wound from Sling Skirmisher's Temporal Clone hits Sling Skirmisher for (19 flat reduction), 0 physical (0 total damage).
Sling Skirmisher's Temporal Clone uses Kneecapper.
Sling Skirmisher is pinned to the ground.
Sling Skirmisher redirects the effect 'Bleeding'!
Sling Skirmisher's Hurricane Shot is disrupted by his wounds!
Sling Skirmisher's Temporal Clone's Kneecapper hits Sling Skirmisher for (27 flat reduction), 54 physical (54 total damage).
Sling Skirmisher the level 30 shalore skirmisher was chopped into tiny pieces to death by a Sling Skirmisher's Temporal Clone on level 1 of The Godfeaster.